The following calculations are derived from this thread:
https://forums.elderscrollsonline.com/en/discussion/365915/necropotence-examination-more-math-pre-hotr#latestPrecise / Thief
Julianos pre-HotR: 42352 Magicka, 2879 SD, 72.1% Crit, 67% Crit Dmg, 12% CP Magic Done, 92% Pen, 5% Damage Done
11095
Prepping HotR 3.1.4 Julianos calculation:
3 Magicka bonuses increased (1 from Julianos, 1 from monster, 1 from Moondancer)
967 x 3 = 2901
1096 x 3 = 3288
3288 - 2901 = 387
42352 ÷ 1.476 = 28693
28693 + 387 = 29080
29080 x 1.476 = 42922
42922 - 42352 = 570 more magicka for Julianos HotR than Julianos pre-HotR
2 Crit bonuses increased
688 x 2 = 1376
1066 x 2 = 2132
2132 - 1376 = 756
756 / 219 = 3.45% more crit for Julianos HotR 3.1.4 than Julianos pre-HotR
Juliano HotR 3.1.4: 42922 Magicka, 2879 SD, 75.5% Crit, 67% Crit Dmg, 12% CP Magic Done, 92% Pen, 5% Damage Done
11357 (2.36% better than pre-HotR)
Prepping HotR LIVE Julianos calculation:
Same magicka bonuses
2 Crit bonuses increased
688 x 2 = 1376
833 x 2 = 1666
1666 - 1376 = 290
290 / 219 = 1.32% more crit for Julianos HotR LIVE than Julianos pre-HotR
3.45 - 1.32 = 2.13% less gained than 3.1.4
- 2% from Precise, -2% from Thief, -2.13% from set bonuses
75.5 - 6.13 = 69.37
Juliano HotR LIVE: 42922 Magicka, 2879 SD, 69.3% Crit, 67% Crit Dmg, 12% CP Magic Done, 92% Pen, 5% Damage Done
11043 (0.47% worse than pre-HotR; 2.84% worse than 3.1.4)
So if you were running Precise/Thief before the patch, and would run Precise/Thief after the patch, there would be literally no difference in how Julianos performs now vs. then.
Precise / Shadow18.3% Crit Dmg pre-HotR vs. 13.7% Crit Dmg HotR LIVE
Removing 11% Crit Chance for switching mundus stones
Julianos pre-HotR: 42352 Magicka, 2879 SD, 61.1% Crit, 85.3% Crit Dmg, 12% CP Magic Done, 92% Pen, 5% Damage Done
11383 (2.6% better than running Precise/Thief in pre-HotR
Prepping HotR 3.1.4 Julianos calculation:
3 Magicka bonuses increased (1 from Julianos, 1 from monster, 1 from Moondancer)
967 x 3 = 2901
1096 x 3 = 3288
3288 - 2901 = 387
42352 ÷ 1.476 = 28693
28693 + 387 = 29080
29080 x 1.476 = 42922
42922 - 42352 = 570 more magicka for Julianos HotR than Julianos pre-HotR
2 Crit bonuses increased
688 x 2 = 1376
1066 x 2 = 2132
2132 - 1376 = 756
756 / 219 = 3.45% more crit for Julianos HotR 3.1.4 than Julianos pre-HotR
Juliano HotR 3.1.4: 42922 Magicka, 2879 SD, 64.5% Crit, 85.3% Crit Dmg, 12% CP Magic Done, 92% Pen, 5% Damage Done
11691 (2.7% better than pre-HotR)
Prepping HotR LIVE Julianos calculation:
Same magicka bonuses
2 Crit bonuses increased
688 x 2 = 1376
833 x 2 = 1666
1666 - 1376 = 290
290 / 219 = 1.32% more crit for Julianos HotR LIVE than Julianos pre-HotR
3.45 - 1.32 = 2.13% less gained than 3.1.4
- 2% from Precise, -2.13% from set bonuses
64.5 - 4.13 = 60.37
Juliano HotR LIVE: 42922 Magicka, 2879 SD, 60.3% Crit, 80.7% Crit Dmg, 12% CP Magic Done, 92% Pen, 5% Damage Done
11212 (1.52% worse than pre-HotR)
11212 / 11043 = 1.53%
So while running Julianos with Precise / Shadow is 1.52% worse in HotR LIVE, it's still 1.53% better than running Julianos with Precise / Thief.
Sharpened / Apprentice, Mage, Shadow, Thief (Penetration Cap)
These are the Effective Spell Power numbers for the build referenced above using Sharpened on HotR LIVE. I'll also include comparisons to how Thief and Sharpened would have looked if they had preserved their 3.1.4 values, but still only boosted crit set bonuses by 21%. We are assuming 2408 extra penetration from outside sources, not including Major Breach, to reach penetration cap (i.e. the old Sharpened value).
10000 points are subtracted from each value to better highlight their differences:
This seems like pretty strong proof that all they needed to do was tone down the 1-4 piece crit buffs and should have left the mundus stones as they were on the PTS.
Sharpened / Apprentice, Lover, Mage, Shadow, Thief (5000 below Penetration Cap):
100 (Base Penetration) + 4884 (Light Armor) + 5280 (Major Breach) + 2752 (Sharpened) = 13016 + 4192 (Lover w/Divines) = 17208
18200 - 17208 = 992
So using Major Breach and Sharpened on a Light Armor character, you can only add 992 more Penetration (10 CP in Spell Erosion) before you begin over-penetrating.
We will be at 91.6% Penetration without Lover, and 100% with Lover (a difference of 8.4%)
All values will be lower here because 40 CP were removed from Spell Erosion but not added anywhere else. The relative strength is what we are concerned with.
Again, 10000 points are subtracted from each value:
One thing to keep in mind: Gilliamtherogue has observed lower than expected values when adding Penetration in-game, especially closer to the pen cap. I'm still not totally sure why this anomaly exists, but suffice it to say, take the big lead from Lover here with a grain of salt. Also, remember that from an operational cost perspective, if you have all the pen buffs listed above, you miss out on taking advantage of cheap penetration gains from CP between points 11-50. You can put those points elsewhere, but they will accomplish less if placed into stars that are already near 50 points. If you are using a non-Sharp weapon or not applying Major Breach then the operational cost of using Lover is smaller and makes a good choice for consideration, particularly in solo play.
Takeaway message: The adjustment to Crit Bonuses on sets from 55% to 21% was a good move. That was indeed overperforming. BUT, also reducing the Shadow and Thief/Precise was unnecessary and ends up making them sub-par. If the Shadow and Thief/Precise would be restored to their 3.1.4 versions, the balance would be essentially PERFECT.
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